Luke Skywalker deflecting blaster shots with his pee saber.It seems that no matter how many people are shooting at him, he deflects them all, even when shot from behind.He can sense shooters behind him with the force.

This would be the extreme condition that you might want to allow and design for.

You also have to remember the "Stormtrooper Effect", which causes a massive amount of grunt troops who are all firing at the same target to miss every one of their shots or have them deflected back at them...

Sorry, I missed some of the earlier discussions on this topic on previous threads (I don’t get on here as often as I’d like, so I do miss a bit here and there – I tried to find the original post of Stubby’s that IV Horseman was quoting at the start, but the search function wasn’t turning up much). However, this discussion and the examples that are showing up on this thread are definitely helping me better understand how the system works. I really like the flexibility of the system, with so many ways you can assign the dice.

If I want to field JC Denton, a nano-augmented minifig with some serious daddy issues, let's say (for simplicity's sake) that I give him 1d6 supernatural die in the "cybernetik" cliche. I want him to aim his rifle at a pilot in a helicopter (UR 6 because all that is visible is a head moving at ten inches a turn), and say that he's using some neural processors to add his 1d6 to his skill roll. As far as I understand, because using 1 supernatural die adds 1 to the UR, does the UR of the action still increase even though the dice are being used to boost skill? It seems that there's little adverse affect from a slightly more difficult shot if you're going to add a whole d6 of skill, but in that case why even bother if you're just going to add 1d12 to your skill roll anyways?

IVhorseman wrote:As far as I understand, because using 1 supernatural die adds 1 to the UR, does the UR of the action still increase even though the dice are being used to boost skill? It seems that there's little adverse affect from a slightly more difficult shot if you're going to add a whole d6 of skill, but in that case why even bother if you're just going to add 1d12 to your skill roll anyways?

Yes, an extra Skill die adds 1 to the UR, and as always has the potential to turn into a fumble die if it rolls a 1. As for the second question... I can't quite figure out what you're asking.

Ben-Jammin wrote:Another question: if you have 3d6 for your supernatural dice and only wnat to use 2d6, but you roll a 4 for your skill and then want to add the third, is that possible?

My instinct is that that would probably work just fine. I had this idea that players would have to press their luck and decide in advance how much of their dice pool they wanted to spend, but I don't know if forcing that choice adds that much to the gameplay.

I have a question for people who have used these rules in their battles. About how many dice is "normal" for a wizard to have? I mean able to do stuff without being too ridiculously overpowered or too pitifully weak. The reason I'm asking is that dice are all CP based, and I have never used CP in my battles, because 99% of the time I'm fighting both sides and I just pull out troops to fight without caring if they're balanced. I know the number of dice varys depending on how powerful your wizard is and what type of magic you want him to do (fire wizard=lots of d4s, etc), but is there a "standard" anyone has found that I could work from?

This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)